ac.skill('特质弹幕攻击'){
    temp = '自动释放',
    skill_type = "passive",
    cool = 5,
    model1 = [[Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl]],
    model2 = [[Abilities\Spells\Undead\ReplenishHealth\ReplenishHealthCaster.mdl]],
    data1 = 2,
    on_run = function(self,hero,target)
        local damage = self.rate1
        local group = ac.selector('unit'):range(target,600):enemy(hero):priority(hero:get_data('弹幕优先级表',{})):get()
        local lock = {}
        for a=1,self.data1 do
            local unit = group[a]
            if unit then
                hero:priority_add(unit,'弹幕优先级表',-1)
                local mover = hero:bezier_missile(unit,{135 + math.random(30),500,300},self.model1,1200,function()
                    local point = unit:get_point()
                    point:add_effect(self.model2,1)
                    hero:aoe_damage(point,70,damage,self,function(u)
                        if lock[u.handle] then
                            return true
                        end
                        lock[u.handle] = true
                    end)
                end)
                mover.mover:set_color(self.color[1] or 0,self.color[2] or 0,self.color[3] or 0)
            end
        end
    end
}



ac.skill('SR-智力1'){
    temp = '特质弹幕攻击',
    color = {0,100,0},
}

ac.skill('SR-智力2'){
    temp = '特质弹幕攻击',
    color = {0,0,100},
}

ac.skill('SR-智力3'){
    temp = '特质弹幕攻击',
    color = {0,100,100},
}

ac.skill('SR-智力4'){
    temp = '特质弹幕攻击',
    color = {100,0,0},
}
